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Players save their game when they need to go to the bathroom. So, why not place the game save point in a digital bathroom?
Bats, hammers, wrenches, maces, staves, or even brass knuckles. These are weapons intended for blunt trauma rather than cutting or slicing.
Games which feature creatures who make use of the natural excretions of their body to lay waste to their enemies.
To render explosive devices safe.
A character in a game who uses unorthodox moves, and who likes to play 'practical jokes' on opponents. This makes losing to him/her all the more humiliating.
In 2D fighting games, a command grab is a character-unique grab that is triggered by performing a special move command. It is the primary weapon of a "grappler" character.
Video game controversy revolves mostly around the psychological effects that games with graphic violence or sexual content in them can have on players. Other sources of controversy can range from racism, sexism, politics, or religion.
Crowd control is the art of whittling down large groups of attacking enemies via the constant reassessment of the greatest threat to the player; achieved by constant player movement, and adjusting the aim to the closest threat, then quickly moving on to the next greatest threat, and so forth.
Crowd surfing is the act of riding a wave of arms across a sea of humanity. Often part of live rock shows - just be careful not to land on your head.
The ability for players to manipulate objects in the environment and use them as weapons. An example of this gameplay mechanic is Half-Life 2, in which players make use of a Gravity Gun to launch objects with deadly force.
When a developer begs and pleads and offers to do laundry for even a tiny guest appearance, sometimes those famous characters will still flake on them. At least they still have their laundry.
Havok Physics (Havok) is a physics API developed by Irish company Havok and released in 2000. It is used in video games as a physics engine, allowing for realistic interactions between in-game entities.
The use of everyday objects as weapons of destruction, often combination.
Sometimes, players experience an unfortunate event that results in all their weapons and items being taken away from them.
Take an item and throw it at the enemy.
A reporter for a news-outlet, whether it be as a writer or photographer.
This concept is for games in which at least one of the main characters is male.
When the President wants to go for a burger, you know that all your cake is a lie.
Multiple endings is a term used to describe different outcomes or conclusions to a game based on the previous actions of the player.
A circumstance in video games where the player will defeat large numbers of enemies without any assistance from AI or other players. This may occur for part of a game or the entirety of it.
Whether it's taking pictures of things for points or as part of a journal, photography is playing an ever increasing role in many of today's video games.
Any character you can control in a game is a Player Character (PC), as opposed to a non-player character (NPC), which is a character that can only be controlled by the game.
Would an experience point by any other name level up your character as sweet?
Reloading is the action of replacing the ammunition magazine inside a gun. It adds a touch of realism to most modern shooters, and a certain amount of tension when a player is forced to reload while under fire.
The Roundhouse is a kick taught in many martial-arts, though believed to have originally been conceived as part of a developed fighting system by monks for Shaolin Kung-fu. Notable real-life users include Bruce Lee, Chuck Norris, Jackie Chan, and Jet Li.
A move used in a lot of games where the standing/moving attacker spins upon himself, damaging the surrounding enemies.
Survival is a concept that signifies that the player's life is constantly in jeopardy.
Throwing weapons include knives, shurikens, axes, darts or even explosives such as grenades and molotov cocktails.
Weapons designed to be wielded with both hands, typically due to their size in relation to the one wielding them. Examples include longswords, claymores, lances, scythes, and giant hammers among others.
Some games' stories end abruptly when they never get the sequel they clearly expected while others just ramble on forever with no end in sight. Either way, these games suffer from Unresolved Story Syndrome.
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